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[Forked from Mearls] MMOs, virtual vs. imaginary worlds (reply to Umbran)
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<blockquote data-quote="Dedekind" data-source="post: 4937838" data-attributes="member: 63968"><p>I may take exception to the claim that the rise in popularity of MMORPGs diminishes fantasy creativity (and creativity in general). My understanding is that WoW's popularity is mostly based on people who do not "consume" other fantasy products. In other words, most of the people playing WoW do not choose it over D&D as they wouldn't have played D&D anyways. This is similar to the popularity of LotR not necessarily being related to the popularity of fantasy literature in general. (Anecdotally, the majority of Wow players I know enjoy very little else in "fantasy" land.)</p><p></p><p>Given these (possibly flawed) generalities, I claim that fantasy creativity is at least at the same level but the potential consumers of fantasy has greatly increased in number. And by potential, I mean people who watched Harry Potter and LotR and liked it or played Wow and liked it.</p><p></p><p>Economically, this is good for the creators of fantasy material as they have a larger potential audience and a larger repertoire of mediums to work with. For example, if you stopped working on D&D 20 years ago, your only option to use your experience was to write fantasy novels or go work on something that was much less popular than D&D, but still table top gaming. Now, if you stopped working on D&D, you have more options (e.g., Dave Noonan works for a software developer, S. K. Reynolds worked for software developers and CCG companies, Monte Cook's running Dungeonaday.com, etc.). </p><p></p><p>Finally, most of what has been claimed in this thread may be the result of differences in generations. I've been meaning to read Howe and Strauss's <em>Millennials Rising</em>, but I have read Twenge's <em>Generation Me</em>. The usual things are mentioned (shorter attention spans, bigger desire for success but less likely to work hard for it, narcissism). I don't, however, recall diminishing creativity as one of the hallmarks of the new generation.</p></blockquote><p></p>
[QUOTE="Dedekind, post: 4937838, member: 63968"] I may take exception to the claim that the rise in popularity of MMORPGs diminishes fantasy creativity (and creativity in general). My understanding is that WoW's popularity is mostly based on people who do not "consume" other fantasy products. In other words, most of the people playing WoW do not choose it over D&D as they wouldn't have played D&D anyways. This is similar to the popularity of LotR not necessarily being related to the popularity of fantasy literature in general. (Anecdotally, the majority of Wow players I know enjoy very little else in "fantasy" land.) Given these (possibly flawed) generalities, I claim that fantasy creativity is at least at the same level but the potential consumers of fantasy has greatly increased in number. And by potential, I mean people who watched Harry Potter and LotR and liked it or played Wow and liked it. Economically, this is good for the creators of fantasy material as they have a larger potential audience and a larger repertoire of mediums to work with. For example, if you stopped working on D&D 20 years ago, your only option to use your experience was to write fantasy novels or go work on something that was much less popular than D&D, but still table top gaming. Now, if you stopped working on D&D, you have more options (e.g., Dave Noonan works for a software developer, S. K. Reynolds worked for software developers and CCG companies, Monte Cook's running Dungeonaday.com, etc.). Finally, most of what has been claimed in this thread may be the result of differences in generations. I've been meaning to read Howe and Strauss's [I]Millennials Rising[/I], but I have read Twenge's [I]Generation Me[/I]. The usual things are mentioned (shorter attention spans, bigger desire for success but less likely to work hard for it, narcissism). I don't, however, recall diminishing creativity as one of the hallmarks of the new generation. [/QUOTE]
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